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C# TriangleMeshNode.GetVertex方法代码示例

本文整理汇总了C#中Pathfinding.TriangleMeshNode.GetVertex方法的典型用法代码示例。如果您正苦于以下问题:C# TriangleMeshNode.GetVertex方法的具体用法?C# TriangleMeshNode.GetVertex怎么用?C# TriangleMeshNode.GetVertex使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Pathfinding.TriangleMeshNode的用法示例。


在下文中一共展示了TriangleMeshNode.GetVertex方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: ReplaceTile


//.........这里部分代码省略.........
			
			//Create a new navmesh tile and assign its settings
			NavmeshTile tile = new NavmeshTile();
			
			tile.x = x;
			tile.z = z;
			tile.w = w;
			tile.d = d;
			tile.tris = tris;
			tile.verts = verts;
			tile.bbTree = new BBTree(tile);
			
			if (tile.tris.Length % 3 != 0) throw new System.ArgumentException ("Triangle array's length must be a multiple of 3 (tris)");
			
			if (tile.verts.Length > 0xFFFF) throw new System.ArgumentException ("Too many vertices per tile (more than 65535)");
			
			if (!worldSpace) {
				if (!Mathf.Approximately (x*tileSizeX*cellSize*Int3.FloatPrecision, (float)System.Math.Round(x*tileSizeX*cellSize*Int3.FloatPrecision))) Debug.LogWarning ("Possible numerical imprecision. Consider adjusting tileSize and/or cellSize");
				if (!Mathf.Approximately (z*tileSizeZ*cellSize*Int3.FloatPrecision, (float)System.Math.Round(z*tileSizeZ*cellSize*Int3.FloatPrecision))) Debug.LogWarning ("Possible numerical imprecision. Consider adjusting tileSize and/or cellSize");
			
				Int3 offset = (Int3)(new Vector3((x * tileSizeX * cellSize),0,(z * tileSizeZ * cellSize)) + forcedBounds.min);
				
				for (int i=0;i<verts.Length;i++) {
					verts[i] += offset;
				}
				
			}
			
			TriangleMeshNode[] nodes = new TriangleMeshNode[tile.tris.Length/3];
			tile.nodes = nodes;
			
			//Here we are faking a new graph
			//The tile is not added to any graphs yet, but to get the position querys from the nodes
			//to work correctly (not throw exceptions because the tile is not calculated) we fake a new graph
			//and direct the position queries directly to the tile
			int graphIndex = AstarPath.active.astarData.graphs.Length;
			
			TriangleMeshNode.SetNavmeshHolder (graphIndex, tile);
			
			//This index will be ORed to the triangle indices
			int tileIndex = x + z*tileXCount;
			tileIndex <<= TileIndexOffset;
			
			//Create nodes and assign triangle indices
			for (int i=0;i<nodes.Length;i++) {
				TriangleMeshNode node = new TriangleMeshNode(active);
				nodes[i] = node;
				node.GraphIndex = (uint)graphIndex;
				node.v0 = tile.tris[i*3+0] | tileIndex;
				node.v1 = tile.tris[i*3+1] | tileIndex;
				node.v2 = tile.tris[i*3+2] | tileIndex;
				
				//Degenerate triangles might ocurr, but they will not cause any large troubles anymore
				//if (Polygon.IsColinear (node.GetVertex(0), node.GetVertex(1), node.GetVertex(2))) {
				//	Debug.Log ("COLINEAR!!!!!!");
				//}
				
				//Make sure the triangle is clockwise
				if (!Polygon.IsClockwise (node.GetVertex(0), node.GetVertex(1), node.GetVertex(2))) {
					int tmp = node.v0;
					node.v0 = node.v2;
					node.v2 = tmp;
				}
				
				node.Walkable = true;
				node.Penalty = initialPenalty;
				node.UpdatePositionFromVertices();
				
				tile.bbTree.Insert (node);
			}
			
			CreateNodeConnections (tile.nodes);
			
			//Set tile
			for (int cz=z; cz < z+d;cz++) {
				for (int cx=x; cx < x+w;cx++) {
					tiles[cx + cz*tileXCount] = tile;
				}
			}
			
			if (batchTileUpdate) {
				batchUpdatedTiles.Add (x + z*tileXCount);
			} else {
				ConnectTileWithNeighbours(tile);
				/*if (x > 0) ConnectTiles (tiles[(x-1) + z*tileXCount], tile);
				if (z > 0) ConnectTiles (tiles[x + (z-1)*tileXCount], tile);
				if (x < tileXCount-1) ConnectTiles (tiles[(x+1) + z*tileXCount], tile);
				if (z < tileZCount-1) ConnectTiles (tiles[x + (z+1)*tileXCount], tile);*/
			}
			
			//Remove the fake graph
			TriangleMeshNode.SetNavmeshHolder (graphIndex, null);
			
			//Real graph index
			//TODO, could this step be changed for this function, is a fake index required?
			graphIndex = AstarPath.active.astarData.GetGraphIndex (this);
			
			for (int i=0;i<nodes.Length;i++) nodes[i].GraphIndex = (uint)graphIndex;			
			
		}
开发者ID:JoseRego,项目名称:summer-rush,代码行数:101,代码来源:RecastGenerator.cs

示例2: ReplaceTile


//.........这里部分代码省略.........
                         {
                             throw new Exception("This should not happen");
                         }
                         if (l < z || l >= z + d || m < x || m >= x + w)
                         {
                             this.tiles[m + l * this.tileXCount] = RecastGraph.NewEmptyTile(m, l);
                             if (this.batchTileUpdate)
                             {
                                 this.batchUpdatedTiles.Add(m + l * this.tileXCount);
                             }
                         }
                         else
                         {
                             this.tiles[m + l * this.tileXCount] = null;
                         }
                     }
                 }
             }
         }
     }
     RecastGraph.NavmeshTile navmeshTile3 = new RecastGraph.NavmeshTile();
     navmeshTile3.x = x;
     navmeshTile3.z = z;
     navmeshTile3.w = w;
     navmeshTile3.d = d;
     navmeshTile3.tris = tris;
     navmeshTile3.verts = verts;
     navmeshTile3.bbTree = new BBTree();
     if (navmeshTile3.tris.Length % 3 != 0)
     {
         throw new ArgumentException("Triangle array's length must be a multiple of 3 (tris)");
     }
     if (navmeshTile3.verts.Length > 65535)
     {
         throw new ArgumentException("Too many vertices per tile (more than 65535)");
     }
     if (!worldSpace)
     {
         if (!Mathf.Approximately((float)(x * this.tileSizeX) * this.cellSize * 1000f, (float)Math.Round((double)((float)(x * this.tileSizeX) * this.cellSize * 1000f))))
         {
             UnityEngine.Debug.LogWarning("Possible numerical imprecision. Consider adjusting tileSize and/or cellSize");
         }
         if (!Mathf.Approximately((float)(z * this.tileSizeZ) * this.cellSize * 1000f, (float)Math.Round((double)((float)(z * this.tileSizeZ) * this.cellSize * 1000f))))
         {
             UnityEngine.Debug.LogWarning("Possible numerical imprecision. Consider adjusting tileSize and/or cellSize");
         }
         Int3 rhs = (Int3)(new Vector3((float)(x * this.tileSizeX) * this.cellSize, 0f, (float)(z * this.tileSizeZ) * this.cellSize) + this.forcedBounds.min);
         for (int n = 0; n < verts.Length; n++)
         {
             verts[n] += rhs;
         }
     }
     TriangleMeshNode[] array = new TriangleMeshNode[navmeshTile3.tris.Length / 3];
     navmeshTile3.nodes = array;
     int graphIndex = AstarPath.active.astarData.graphs.Length;
     TriangleMeshNode.SetNavmeshHolder(graphIndex, navmeshTile3);
     int num = x + z * this.tileXCount;
     num <<= 12;
     for (int num2 = 0; num2 < array.Length; num2++)
     {
         TriangleMeshNode triangleMeshNode = new TriangleMeshNode(this.active);
         array[num2] = triangleMeshNode;
         triangleMeshNode.GraphIndex = (uint)graphIndex;
         triangleMeshNode.v0 = (navmeshTile3.tris[num2 * 3] | num);
         triangleMeshNode.v1 = (navmeshTile3.tris[num2 * 3 + 1] | num);
         triangleMeshNode.v2 = (navmeshTile3.tris[num2 * 3 + 2] | num);
         if (!Polygon.IsClockwise(triangleMeshNode.GetVertex(0), triangleMeshNode.GetVertex(1), triangleMeshNode.GetVertex(2)))
         {
             int v = triangleMeshNode.v0;
             triangleMeshNode.v0 = triangleMeshNode.v2;
             triangleMeshNode.v2 = v;
         }
         triangleMeshNode.Walkable = true;
         triangleMeshNode.Penalty = this.initialPenalty;
         triangleMeshNode.UpdatePositionFromVertices();
     }
     navmeshTile3.bbTree.RebuildFrom(array);
     this.CreateNodeConnections(navmeshTile3.nodes);
     for (int num3 = z; num3 < z + d; num3++)
     {
         for (int num4 = x; num4 < x + w; num4++)
         {
             this.tiles[num4 + num3 * this.tileXCount] = navmeshTile3;
         }
     }
     if (this.batchTileUpdate)
     {
         this.batchUpdatedTiles.Add(x + z * this.tileXCount);
     }
     else
     {
         this.ConnectTileWithNeighbours(navmeshTile3);
     }
     TriangleMeshNode.SetNavmeshHolder(graphIndex, null);
     graphIndex = AstarPath.active.astarData.GetGraphIndex(this);
     for (int num5 = 0; num5 < array.Length; num5++)
     {
         array[num5].GraphIndex = (uint)graphIndex;
     }
 }
开发者ID:GameDiffs,项目名称:TheForest,代码行数:101,代码来源:RecastGraph.cs

示例3: CreateTile

		/** Create a tile at tile index \a x , \a z from the mesh.
		 * \warning This implementation is not thread safe. It uses cached variables to improve performance
		 */
		NavmeshTile CreateTile (Voxelize vox, VoxelMesh mesh, int x, int z) {
			
			if (mesh.tris == null) throw new System.ArgumentNullException ("The mesh must be valid. tris is null.");
			if (mesh.verts == null) throw new System.ArgumentNullException ("The mesh must be valid. verts is null.");
			
			//Create a new navmesh tile and assign its settings
			NavmeshTile tile = new NavmeshTile();
			
			tile.x = x;
			tile.z = z;
			tile.w = 1;
			tile.d = 1;
			tile.tris = mesh.tris;
			tile.verts = mesh.verts;
			tile.bbTree = new BBTree(tile);
			
			if (tile.tris.Length % 3 != 0) throw new System.ArgumentException ("Indices array's length must be a multiple of 3 (mesh.tris)");
			
			if (tile.verts.Length >= VertexIndexMask) throw new System.ArgumentException ("Too many vertices per tile (more than "+VertexIndexMask+")." +
				"\nTry enabling ASTAR_RECAST_LARGER_TILES under the 'Optimizations' tab in the A* Inspector");
			
			//Dictionary<Int3, int> firstVerts = new Dictionary<Int3, int> ();
			Dictionary<Int3, int> firstVerts = cachedInt3_int_dict;
			firstVerts.Clear();
			
			int[] compressedPointers = new int[tile.verts.Length];
			
			int count = 0;
			for (int i=0;i<tile.verts.Length;i++) {
				try {
					firstVerts.Add (tile.verts[i], count);
					compressedPointers[i] = count;
					tile.verts[count] = tile.verts[i];
					count++;
				} catch {
					//There are some cases, rare but still there, that vertices are identical
					compressedPointers[i] = firstVerts[tile.verts[i]];
				}
			}
			
			for (int i=0;i<tile.tris.Length;i++) {
				tile.tris[i] = compressedPointers[tile.tris[i]];
			}
			
			Int3[] compressed = new Int3[count];
			for (int i=0;i<count;i++) compressed[i] = tile.verts[i];
			
			tile.verts = compressed;
			
			TriangleMeshNode[] nodes = new TriangleMeshNode[tile.tris.Length/3];
			tile.nodes = nodes;
			
			//Here we are faking a new graph
			//The tile is not added to any graphs yet, but to get the position querys from the nodes
			//to work correctly (not throw exceptions because the tile is not calculated) we fake a new graph
			//and direct the position queries directly to the tile
			int graphIndex = AstarPath.active.astarData.graphs.Length;
			
			TriangleMeshNode.SetNavmeshHolder (graphIndex, tile);
			
			//This index will be ORed to the triangle indices
			int tileIndex = x + z*tileXCount;
			tileIndex <<= TileIndexOffset;
			
			//Create nodes and assign triangle indices
			for (int i=0;i<nodes.Length;i++) {
				TriangleMeshNode node = new TriangleMeshNode(active);
				nodes[i] = node;
				node.GraphIndex = (uint)graphIndex;
				node.v0 = tile.tris[i*3+0] | tileIndex;
				node.v1 = tile.tris[i*3+1] | tileIndex;
				node.v2 = tile.tris[i*3+2] | tileIndex;
				
				//Degenerate triangles might ocurr, but they will not cause any large troubles anymore
				//if (Polygon.IsColinear (node.GetVertex(0), node.GetVertex(1), node.GetVertex(2))) {
				//	Debug.Log ("COLINEAR!!!!!!");
				//}
				
				//Make sure the triangle is clockwise
				if (!Polygon.IsClockwise (node.GetVertex(0), node.GetVertex(1), node.GetVertex(2))) {
					int tmp = node.v0;
					node.v0 = node.v2;
					node.v2 = tmp;
				}
				
				node.Walkable = true;
				node.Penalty = initialPenalty;
				node.UpdatePositionFromVertices();
				tile.bbTree.Insert (node);
			}
			
			CreateNodeConnections (tile.nodes);
			
			//Remove the fake graph
			TriangleMeshNode.SetNavmeshHolder (graphIndex, null);
			
			return tile;
//.........这里部分代码省略.........
开发者ID:JoseRego,项目名称:summer-rush,代码行数:101,代码来源:RecastGenerator.cs

示例4: CreateTile

 private RecastGraph.NavmeshTile CreateTile(Voxelize vox, VoxelMesh mesh, int x, int z)
 {
     if (mesh.tris == null)
     {
         throw new ArgumentNullException("mesh.tris");
     }
     if (mesh.verts == null)
     {
         throw new ArgumentNullException("mesh.verts");
     }
     RecastGraph.NavmeshTile navmeshTile = new RecastGraph.NavmeshTile();
     navmeshTile.x = x;
     navmeshTile.z = z;
     navmeshTile.w = 1;
     navmeshTile.d = 1;
     navmeshTile.tris = mesh.tris;
     navmeshTile.verts = mesh.verts;
     navmeshTile.bbTree = new BBTree();
     if (navmeshTile.tris.Length % 3 != 0)
     {
         throw new ArgumentException("Indices array's length must be a multiple of 3 (mesh.tris)");
     }
     if (navmeshTile.verts.Length >= 4095)
     {
         throw new ArgumentException("Too many vertices per tile (more than " + 4095 + ").\nTry enabling ASTAR_RECAST_LARGER_TILES under the 'Optimizations' tab in the A* Inspector");
     }
     Dictionary<Int3, int> dictionary = this.cachedInt3_int_dict;
     dictionary.Clear();
     int[] array = new int[navmeshTile.verts.Length];
     int num = 0;
     for (int i = 0; i < navmeshTile.verts.Length; i++)
     {
         if (!dictionary.ContainsKey(navmeshTile.verts[i]))
         {
             dictionary.Add(navmeshTile.verts[i], num);
             array[i] = num;
             navmeshTile.verts[num] = navmeshTile.verts[i];
             num++;
         }
         else
         {
             array[i] = dictionary[navmeshTile.verts[i]];
         }
     }
     for (int j = 0; j < navmeshTile.tris.Length; j++)
     {
         navmeshTile.tris[j] = array[navmeshTile.tris[j]];
     }
     Int3[] array2 = new Int3[num];
     for (int k = 0; k < num; k++)
     {
         array2[k] = navmeshTile.verts[k];
     }
     navmeshTile.verts = array2;
     TriangleMeshNode[] array3 = new TriangleMeshNode[navmeshTile.tris.Length / 3];
     navmeshTile.nodes = array3;
     int graphIndex = AstarPath.active.astarData.graphs.Length;
     TriangleMeshNode.SetNavmeshHolder(graphIndex, navmeshTile);
     int num2 = x + z * this.tileXCount;
     num2 <<= 12;
     for (int l = 0; l < array3.Length; l++)
     {
         TriangleMeshNode triangleMeshNode = new TriangleMeshNode(this.active);
         array3[l] = triangleMeshNode;
         triangleMeshNode.GraphIndex = (uint)graphIndex;
         triangleMeshNode.v0 = (navmeshTile.tris[l * 3] | num2);
         triangleMeshNode.v1 = (navmeshTile.tris[l * 3 + 1] | num2);
         triangleMeshNode.v2 = (navmeshTile.tris[l * 3 + 2] | num2);
         if (!Polygon.IsClockwise(triangleMeshNode.GetVertex(0), triangleMeshNode.GetVertex(1), triangleMeshNode.GetVertex(2)))
         {
             int v = triangleMeshNode.v0;
             triangleMeshNode.v0 = triangleMeshNode.v2;
             triangleMeshNode.v2 = v;
         }
         triangleMeshNode.Walkable = true;
         triangleMeshNode.Penalty = this.initialPenalty;
         triangleMeshNode.UpdatePositionFromVertices();
     }
     navmeshTile.bbTree.RebuildFrom(array3);
     this.CreateNodeConnections(navmeshTile.nodes);
     TriangleMeshNode.SetNavmeshHolder(graphIndex, null);
     return navmeshTile;
 }
开发者ID:GameDiffs,项目名称:TheForest,代码行数:83,代码来源:RecastGraph.cs


注:本文中的Pathfinding.TriangleMeshNode.GetVertex方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。